Demon Lore
A unique competitive cooperative experience
by sethmachine
A unique competitive cooperative experience
by sethmachine
The world of Demon Lore.
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Introduction
Specifications
Tileset: Jungle
Dimensions: 256 x 256
Recommended players: 4-6
Required players: 2
Genre: Diplomacy / RPG
Features
Napoleon Total War style expo
Castle Fight / Desert Strike style spawning system
12 unique, re-matchable bosses
Hero with 4 stats and 4 spells
Two separate areas: Hell and Earth
Unique portal system to move between Earth and Hell
Aggressive computer foe to contend with
Randomized item drops and spawns from computers
Point based score system
No player elimination
Demon Lore is a competitive cooperative game that draws in elements from genres as disparate as RPG to Diplomacy. Each player controls a hero (Aldaris), called a Magister, and one of six kingdoms, randomly assigned each game. Players conquer and battle each other in order to secure points for the end game. Unlike most Diplomacy maps (or RPGS), players are never eliminated, and the end of the game is not determined by total domination, but rather a specific set of end game conditions. Once these are met, each player is given a score based on several criteria. The player with the most points then wins that game. I recommend making points cumulative between games if played with the same group of people.
At the same time, the environment of Demon Lore acts as additional competitor to the players. Thus, while there is usually only one victor in terms of highest points (except in cases of tie), if the players are overcome by the environment, then nobody receives any points, except if the player is the traitor, a unique role where the goal is to help the environment win. Thus, it will often be in the best interests of the competing players to work together to keep the environment in check.
The gameplay of Demon Lore is divided into two areas. The first is protecting the player's own lands and capturing others (neutral or other players'). This involves the familiar elements associated with Diplomacy games (expanding, defending, negotiating, betraying, etc.). The player must also contend with the environment that slowly builds up if left unchecked. The second part of the game is developing the most powerful hero. Various items can be found which permanently increase the hero's stats, making him a powerful asset once leveled enough, and most likely necessary to any absolute victory. The player is thus tasked with managing their kingdom and hero, and ending the game when it is most opportune for them, but not their opponents.
Specifications
Tileset: Jungle
Dimensions: 256 x 256
Recommended players: 4-6
Required players: 2
Genre: Diplomacy / RPG
Features
Napoleon Total War style expo
Castle Fight / Desert Strike style spawning system
12 unique, re-matchable bosses
Hero with 4 stats and 4 spells
Two separate areas: Hell and Earth
Unique portal system to move between Earth and Hell
Aggressive computer foe to contend with
Randomized item drops and spawns from computers
Point based score system
No player elimination
Demon Lore is a competitive cooperative game that draws in elements from genres as disparate as RPG to Diplomacy. Each player controls a hero (Aldaris), called a Magister, and one of six kingdoms, randomly assigned each game. Players conquer and battle each other in order to secure points for the end game. Unlike most Diplomacy maps (or RPGS), players are never eliminated, and the end of the game is not determined by total domination, but rather a specific set of end game conditions. Once these are met, each player is given a score based on several criteria. The player with the most points then wins that game. I recommend making points cumulative between games if played with the same group of people.
At the same time, the environment of Demon Lore acts as additional competitor to the players. Thus, while there is usually only one victor in terms of highest points (except in cases of tie), if the players are overcome by the environment, then nobody receives any points, except if the player is the traitor, a unique role where the goal is to help the environment win. Thus, it will often be in the best interests of the competing players to work together to keep the environment in check.
The gameplay of Demon Lore is divided into two areas. The first is protecting the player's own lands and capturing others (neutral or other players'). This involves the familiar elements associated with Diplomacy games (expanding, defending, negotiating, betraying, etc.). The player must also contend with the environment that slowly builds up if left unchecked. The second part of the game is developing the most powerful hero. Various items can be found which permanently increase the hero's stats, making him a powerful asset once leveled enough, and most likely necessary to any absolute victory. The player is thus tasked with managing their kingdom and hero, and ending the game when it is most opportune for them, but not their opponents.
The road to Hell is paved with good intentions�
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The Hero
Each player controls the Magister (Aldaris High Templar unit), a weak but promising spellcaster. The Magister has four unique individual stats, each of which can be improved permanently many times.
There are four items the hero can pick up to increase his stats, each corresponding to exactly one. An item cannot be picked up until all enemy and allied units are not touching it. There is no rolling system for drops, making them hotly contested. Items can be found both on Earth, guarded by the environment, or, as random drops from bosses in Hell.
The hero also has four spells, mostly defensive, that are essential to his survival (and your victory). Spells are managed at a Protoss Gateway in the top left corner of the map. Each unit corresponds to a particular spell. I recommend hotkeying this building immediately.
Each player controls the Magister (Aldaris High Templar unit), a weak but promising spellcaster. The Magister has four unique individual stats, each of which can be improved permanently many times.
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Stats
There are four items the hero can pick up to increase his stats, each corresponding to exactly one. An item cannot be picked up until all enemy and allied units are not touching it. There is no rolling system for drops, making them hotly contested. Items can be found both on Earth, guarded by the environment, or, as random drops from bosses in Hell.
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Items
The hero also has four spells, mostly defensive, that are essential to his survival (and your victory). Spells are managed at a Protoss Gateway in the top left corner of the map. Each unit corresponds to a particular spell. I recommend hotkeying this building immediately.
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Spells
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The Army
Like in regular Starcraft, the player must construct buildings in order to get units. However, unlike vanilla Starcraft, the player only makes the structures, but never the units themselves. This is managed indirectly by the map's spawn system.
For every (and I mean every) spawn building a player controls, they will receive a certain number of units created at each spawn building periodically. Each building type has a different timer (shorter times for cheap units and longer times for more efficient ones) and also an upkeep cost. For each building spawning, the player must pay the upkeep associated with fielding those additional troops. While there is no limit to the number of spawn buildings a player may construct, the ones which will actually function is limited by the player's own finances. Thus players must invest smartly--massing spawn buildings will lead to bankruptcy, followed swiftly by defeat.
A unique aspect of this army building system is that each building spawns units directly at it. Thus if a player controlled three Terran Barracks, they would spawn three Fenix Zealots at each individual Terran Barracks periodically. This gives the freedom of deciding where units will spawn, whether safely inside a city, or at the edge of the border as a forward guard.
There is a total of 7 unique spawn buildings, each with a different role.
Like in regular Starcraft, the player must construct buildings in order to get units. However, unlike vanilla Starcraft, the player only makes the structures, but never the units themselves. This is managed indirectly by the map's spawn system.
For every (and I mean every) spawn building a player controls, they will receive a certain number of units created at each spawn building periodically. Each building type has a different timer (shorter times for cheap units and longer times for more efficient ones) and also an upkeep cost. For each building spawning, the player must pay the upkeep associated with fielding those additional troops. While there is no limit to the number of spawn buildings a player may construct, the ones which will actually function is limited by the player's own finances. Thus players must invest smartly--massing spawn buildings will lead to bankruptcy, followed swiftly by defeat.
A unique aspect of this army building system is that each building spawns units directly at it. Thus if a player controlled three Terran Barracks, they would spawn three Fenix Zealots at each individual Terran Barracks periodically. This gives the freedom of deciding where units will spawn, whether safely inside a city, or at the edge of the border as a forward guard.
There is a total of 7 unique spawn buildings, each with a different role.
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Spawn buildings
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The Kingdoms
Each player begins with a modest kingdom consisting of a single Protoss Nexus (city) and 6 Terran Supply Depots (Holdings). These buildings serve two functions: (1) income, and (2) defense.
Income is given out every 90 seconds based on the following criteria for Protoss Nexuses and Terran Supply Depots.
The map has a total of 6 Protoss Nexuses and 60 Supply Depots placed in the map. In a six player game, this leaves exactly 36 unclaimed Terran Supply Depots (exactly 6 for each player) and no available Protoss Nexuses.
In addition to providing minerals each turn for upkeep, defenses, upgrades, and producing new structures, Terran Supply Depots and Protoss Nexuses also have defensive value. They are indestructible and cannot be built, but instead must be captured from other players in a Napoleon Total War fashion. When enemy units approach a Terran Supply Depot or Protoss Nexus, a garrison of units is automatically spawned for the player controlling the building. To capture the building, the enemy must clear all opposing units away from it, which includes killing the garrison and any other reinforcing units. If the enemy retreats and does not capture the building, the surviving garrison units are removed and the player retains control of the building. Because Terran Supply Depots often are located at important crossings or geographical features, they serve as excellent, cost free defenses. Protoss Nexuses are also placed in harder to access locations (e.g. in valleys, on islands, behind temple walls, etc.), serving as ideal safe havens.
Each player begins with a modest kingdom consisting of a single Protoss Nexus (city) and 6 Terran Supply Depots (Holdings). These buildings serve two functions: (1) income, and (2) defense.
Income is given out every 90 seconds based on the following criteria for Protoss Nexuses and Terran Supply Depots.
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Income
The map has a total of 6 Protoss Nexuses and 60 Supply Depots placed in the map. In a six player game, this leaves exactly 36 unclaimed Terran Supply Depots (exactly 6 for each player) and no available Protoss Nexuses.
In addition to providing minerals each turn for upkeep, defenses, upgrades, and producing new structures, Terran Supply Depots and Protoss Nexuses also have defensive value. They are indestructible and cannot be built, but instead must be captured from other players in a Napoleon Total War fashion. When enemy units approach a Terran Supply Depot or Protoss Nexus, a garrison of units is automatically spawned for the player controlling the building. To capture the building, the enemy must clear all opposing units away from it, which includes killing the garrison and any other reinforcing units. If the enemy retreats and does not capture the building, the surviving garrison units are removed and the player retains control of the building. Because Terran Supply Depots often are located at important crossings or geographical features, they serve as excellent, cost free defenses. Protoss Nexuses are also placed in harder to access locations (e.g. in valleys, on islands, behind temple walls, etc.), serving as ideal safe havens.
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Garrisons
Demonic Invasion
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Bosses
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Tier 1
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Kantus Elite (Hunter Killer Hydra)
The Kantus Elite lead the religious caste of the demons in Hell. They speak in shrills and shrieks, often serving as lieutenants in demonic armies. Their unholy religion is not well understood and all attempts to converse with them end in extreme violence. The Kantus Elite has two spells:
The Kantus Elite lead the religious caste of the demons in Hell. They speak in shrills and shrieks, often serving as lieutenants in demonic armies. Their unholy religion is not well understood and all attempts to converse with them end in extreme violence. The Kantus Elite has two spells:
- Summon Kantus: The Kantus Elite shrieks and calls forth a Kantus Warrior from below the abyssal plains. Spawns 1 elite Hydralisk
- Dark Renewal: The Kantus Elite chants in an unknown tongue and is engulfed in dark healing energies. Fully heals the user
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Vagary (Protoss Dragoon)
The Vagary is a grotesque creature with the face of a woman and the body of a spider. It is believed that her kind are not completely controlled by the demons, as they have never been seen outside of Hell or fighting in demon armies. Spells:
The Vagary is a grotesque creature with the face of a woman and the body of a spider. It is believed that her kind are not completely controlled by the demons, as they have never been seen outside of Hell or fighting in demon armies. Spells:
- Spawn Spiderlings: Two of the Vagary's eggs hatch into young ready to feed. Spawns 2 elite Abyssal Leeches (Zerg Broodlings)
- Steel Webs: The Vagary spins up silk as strong as steel to reinforce her defenses. Fully restores the user's shields
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Mancubus (Zerg Ultralisk)
The Mancubus is said to be the offspring of a Succubus and Incubus. They are massive, obese creatures with a single minded purpose of butchering every living thing not a demon. Spells:
The Mancubus is said to be the offspring of a Succubus and Incubus. They are massive, obese creatures with a single minded purpose of butchering every living thing not a demon. Spells:
- Call Demon: The Mancubus calls for a lesser demon to aid it. Spawns 1 elite Hellmite (Zerg Zergling)
- Rampage: The Mancubus goes on a rampage, ignoring all damage. Invincibility for a few seconds
Hell
The Traitor
Scoring
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Post has been edited 14 time(s), last time on Nov 28 2018, 7:37 am by sethmachine.
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